예제 #1
0
    void ResizeCellCount(int cellCount)
    {
        if (cellCache == null)
        {
            cellCache = new GameObjectCache();
            cellCache.autoUnactive = false;
            cellCache.Init(this.content, cellTemplate);
        }

        if (allCells.Count < cellCount)
        {
            int addCount = cellCount - allCells.Count;
            for (int i = 0; i < addCount; ++i)
            {
                allCells.Add(null);
            }
        }
        else if (allCells.Count > cellCount)
        {
            for (int i = allCells.Count - 1; i >= cellCount; --i)
            {
                ReleaseCell(allCells[i]);
                allCells.RemoveAt(i);
            }
        }

        this.cellCount = allCells.Count;
    }
예제 #2
0
    private void Start()
    {
        EventMgr.initEvent.OnStart();
        DontDestroyOnLoad(gameObject);
        GameObjectCache.Init();
        isInit = true;//初始化完毕

        if (BuildDataPath)
        {
            // 建立单位数据路径
            string[] paths = GameDB.Instance.unitDataPath.paths = new string[(int)UnitName.MaxIndex];
            for (int i = 0; i < paths.Length; i++)
            {
                paths[i] = "Unit/" + ((UnitName)i).ToString() + "Data";
            }
            // 建立技能数据路径
            paths = GameDB.Instance.skillDataPath.paths = new string[GameDB.MAX_SKILL_INDEX];
            foreach (SkillName name in Enum.GetValues(typeof(SkillName)))
            {
                int i = (int)name;
                paths[i] = "Skill/" + name + "Data";
            }
            // 建立Prefab路径
            Array enums = Enum.GetValues(typeof(PrefabName));
            paths = GameDB.Instance.prefabPath.paths = new string[enums.Length];
            foreach (PrefabName name in enums)
            {
                int i = (int)name;
                paths[i] = name.ToString();
            }
        }

        //加载游戏场景
        SceneManager.LoadSceneAsync(GameDB.MyScene.GameScene);
    }
예제 #3
0
    private void Start()
    {
        EventMgr.initEvent.OnStart();
        DontDestroyOnLoad(gameObject);
        GameObjectCache.Init();
        isInit = true;//初始化完毕

        if (BuildDataPath)
        {
            Build();
        }

        ////加载游戏场景
        //if (check)
        //{
        //    SceneManager.LoadSceneAsync(gameScene);
        //}
        //else
        //    SceneManager.LoadSceneAsync(GameDB.MyScene.GameScene);

        //SceneManager.LoadSceneAsync("Demo_Exterior");
    }